@BlackJax96 But the problem is thawhen you disable the lightchannel, the shader rest so performance aren't ameliored.
In fact, I want an shader that is doesn't affected by light so all the calculs related to lighting isn't done, so I can use more polygons. But if you know an other way to ameliore performance without removing polygons and textures tell me please.
Well as long as you're fine rendering the model without using any vertex colors or a solid material color, just don't use RasterColor or RasterAlpha as an input in the stages of your shader(s) and instead only pass texture color/alpha through SelectionD without multiplying it by RasterColor/Alpha.
Also you're not going to notice much of a performance hit if you enable lighting or if you add another shader stage or two in comparison to adding vertices to the model. Vertices are much more costly to performance.